FoFiX v3.1xx development thread

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evilbobthebob
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Re: FoFiX v3.1xx development thread

Postby evilbobthebob » Wed Mar 18, 2009 3:47 pm

Code: Select all

File "C:\FoFiXSVN\src\GameEngine.py", line 959, in main
    done = Engine.run(self)
  File "C:\FoFiXSVN\src\Engine.py", line 133, in run
    self._runTask(task)
  File "C:\FoFiXSVN\src\Engine.py", line 124, in _runTask
    task.run(ticks)
  File "C:\FoFiXSVN\src\Input.py", line 396, in run
    self.broadcastEvent(self.keyListeners, "keyPressed", id, u'\x00')
  File "C:\FoFiXSVN\src\Input.py", line 305, in broadcastEvent
    if getattr(l, function)(*args):
  File "C:\FoFiXSVN\src\Menu.py", line 232, in keyPressed
    choice.trigger(self.engine)
  File "C:\FoFiXSVN\src\Menu.py", line 68, in trigger
    nextMenu = self.callback()
  File "C:\FoFiXSVN\src\MainMenu.py", line 297, in settingsMenu
    self.settingsMenuObject = Settings.SettingsMenu(self.engine)
  File "C:\FoFiXSVN\src\Settings.py", line 610, in __init__
    ConfigChoice(engine, engine.config, "game", "mic_device_index", autoApply=True),
  File "C:\FoFiXSVN\src\Settings.py", line 64, in __init__
    o = config.prototype[section][option]
KeyError: 'mic_device_index'



Ahem, we're ALPHA testers, so bugs are guaranteed, and you're meant to comprehensively report them i.e. post the log error. Is this another slightly sleepy fix akedrou? :tongue:
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Re: FoFiX v3.1xx development thread

Postby Typhus » Wed Mar 18, 2009 3:57 pm

LOL! :biggrin:

Most likely.

Nothing for now...

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Re: FoFiX v3.1xx development thread

Postby evilbobthebob » Wed Mar 18, 2009 3:58 pm

Actually looking at the diff (for people who don't know: on Google code revisions you can click 'diff' and it will show you added code in green and deleted code in red) it seem that akedrou is adding support for, erm...MICROPHONES!! :woot:
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Re: FoFiX v3.1xx development thread

Postby blazingamer » Wed Mar 18, 2009 4:03 pm

evilbobthebob wrote:Actually looking at the diff (for people who don't know: on Google code revisions you can click 'diff' and it will show you added code in green and deleted code in red) it seem that akedrou is adding support for, erm...MICROPHONES!! :woot:


Crap, looks like the secret's out. Actually Stumpo's in charge of that.
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Re: FoFiX v3.1xx development thread

Postby Lysdestic » Wed Mar 18, 2009 4:06 pm

evilbobthebob wrote:Actually looking at the diff (for people who don't know: on Google code revisions you can click 'diff' and it will show you added code in green and deleted code in red) it seem that akedrou is adding support for, erm...MICROPHONES!! :woot:


Well that's pretty spiffy -- I knew of the diffs, I just didn't get a chance to check them recently. I wonder if this will be another controller thing that is coded and in the menu, but not working, or something that will actually work?

This is shaping up to be some kick-ass progress lately.

Edit:

After svn up to r1212 I'm seeing similar results to Evilbobthebob on Linux. Of course, if he would have read his traceback, he would have noticed the Mic stuff without needing to check the diff files. xD

Spoiler:lysdestic@Jambi:~/Desktop/fofix/FoFiX-SVN/src$ python FretsOnFire.py -v
(W) Pitch bending is not supported; install john.stumpo's pitchbend module (r7 or higher) if you want it.
(D) GameEngine class init (GameEngine.py)...
(D) FoFiX v3.120 alpha (r1212) starting up...
(D) pygame version: 1.8.1release
(D) Initializing audio.
(D) Audio configuration: (44100, -16, 2)
(D) Initializing pygame.mixer & audio system at 44100 Hz.
(D) Initializing video.
(D) Enabling high priority timer.
(D) 4 joysticks found.
(D) 9 guitscw sounds found in themes/RB2/sounds: guitscw1.ogg - guitscw9.ogg
(D) 8 drumscw sounds found in sounds: drumscw1.ogg - drumscw8.ogg
(D) 8 bassscw sounds found in themes/RB2/sounds: bassscw1.ogg - bassscw8.ogg
(D) 10 accept sounds found in themes/RB2/sounds: accept1.ogg - accept10.ogg
escue.ogg not found -- using staractivate.ogg instead.
(W) RB2\sounds\coopfail.ogg not found -- using stardeactivate.ogg instead
(D) Default animated stage for RB2 theme = Normal
(D) Ready.
(D) 9 guitscw sounds found in themes/RB2/sounds: guitscw1.ogg - guitscw9.ogg
(W) Unable to enable psyco.
(D) View: Push: MainMenu
(D) View: Push: Menu
33.48 fps
(E) Loading error:
Traceback (most recent call last):
File "/home/lysdestic/Desktop/fofix/FoFiX-SVN/src/GameEngine.py", line 959, in main
done = Engine.run(self)
File "/home/lysdestic/Desktop/fofix/FoFiX-SVN/src/Engine.py", line 133, in run
self._runTask(task)
File "/home/lysdestic/Desktop/fofix/FoFiX-SVN/src/Engine.py", line 124, in _runTask
task.run(ticks)
File "/home/lysdestic/Desktop/fofix/FoFiX-SVN/src/Input.py", line 374, in run
self.broadcastEvent(self.keyListeners, "keyPressed", event.key, event.unicode)
File "/home/lysdestic/Desktop/fofix/FoFiX-SVN/src/Input.py", line 305, in broadcastEvent
if getattr(l, function)(*args):
File "/home/lysdestic/Desktop/fofix/FoFiX-SVN/src/Menu.py", line 232, in keyPressed
choice.trigger(self.engine)
File "/home/lysdestic/Desktop/fofix/FoFiX-SVN/src/Menu.py", line 68, in trigger
nextMenu = self.callback()
File "/home/lysdestic/Desktop/fofix/FoFiX-SVN/src/MainMenu.py", line 297, in settingsMenu
self.settingsMenuObject = Settings.SettingsMenu(self.engine)
File "/home/lysdestic/Desktop/fofix/FoFiX-SVN/src/Settings.py", line 610, in __init__
ConfigChoice(engine, engine.config, "game", "mic_device_index", autoApply=True),
File "/home/lysdestic/Desktop/fofix/FoFiX-SVN/src/Settings.py", line 64, in __init__
o = config.prototype[section][option]
KeyError: 'mic_device_index'

lysdestic@Jambi:~/Desktop/fofix/FoFiX-SVN/src$



Anyway, it happens to me when I try to go to options.
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Re: FoFiX v3.1xx development thread

Postby Nickman » Wed Mar 18, 2009 4:24 pm

Italo_Hellboy wrote:please fix the problem of black screen when you finish a song !!

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Did you try what slantyr did ?
deleting the contents of my "fretsonfire.ini" and resetting all my settings solved my problem :O)
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Re: FoFiX v3.1xx development thread

Postby evilbobthebob » Wed Mar 18, 2009 4:30 pm

Lysdestic wrote:Of course, if he would have read his traceback, he would have noticed the Mic stuff without needing to check the diff files. xD


I did notice it the first time I read the diff, but I didn't remember until I saw the traceback, thought 'mic? eh?' Then looked at the diff again and there it was :tongue:
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Re: FoFiX v3.1xx development thread

Postby jstump91 » Wed Mar 18, 2009 4:42 pm

That mysterious bit of code has been pulled out in r1213. There's more to it, but it's not anywhere close to ready, and it will go in all at once when it is.
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Re: FoFiX v3.1xx development thread

Postby st34lth » Wed Mar 18, 2009 5:52 pm

Could anyone care to tell me where the drum sounds are located at?

I have these awesome drum sounds but I don't know where to put them at.

Its just that I didn't like the old ones and I wanted to replace the crash with a floor tom.
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Re: FoFiX v3.1xx development thread

Postby KJR79 » Wed Mar 18, 2009 8:14 pm

When I have "No Fail" set to "off" in multiplayer then when Player 1 or Player 2 gets close to failing and the fret board blinks red then it cuts out the pick for some reason. When I set it to "on" so we didn't fail then we had no problems. I didn't notice this happen until I upgraded to FoFiX 3.100. Any chance this can be fixed because it looks like you lose points now if you have "No Fail" set to "on" which I'd rather not have happen either. Sorry if this has been asked, I searched this thread and didn't see anything about it. Thanks.
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Re: FoFiX v3.1xx development thread

Postby KillerQ » Wed Mar 18, 2009 9:35 pm

Hey all,

Don't ask me how, but on my first shot (without really reading instructions), I got the SVN environment all setup and tried the newest alpha release of FoFix...hah The character and control scheme is great!! Very exciting stuff!

The only thing I am wondering about is, how does the game differentiate between controllers? Is it assigned to a port? Is each controller given a ID that the computer sees? I plugged my xplorer in usb port 1 and set it up just fine. Then I restarted the game with it in port 2, and set it up again under a new name. At the controller selection screen - it was seen as the controller I had in the first port (didn't attach itself to the second, newly named controller). So, If I would have had a DIFFERENT guitar for the second controller, without having the first plugged in, would FOF have recognized it as the second controller? Or would it see it as Joy 1 since that's the ONLY joy plugged in at the moment? You know what I mean...


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Re: FoFiX v3.1xx development thread

Postby death_au » Wed Mar 18, 2009 10:24 pm

It doesn't recognize different controllers explicitly, more different control schemes. Kinda like how the "alternate" keyset used to work. Except now you can have as many "alternate" schemes as you like with different names all stored separately. Does that make sense?

Because it was the same controller in a different port, your OS probably took the inputs as exactly the same... and FoF would read the info from the OS. So yeah, if there's only one plugged in it will probably be "Joy 1" no matter what.
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Re: FoFiX v3.1xx development thread

Postby Nickman » Thu Mar 19, 2009 1:51 am

death_au wrote:It doesn't recognize different controllers explicitly, more different control schemes. Kinda like how the "alternate" keyset used to work. Except now you can have as many "alternate" schemes as you like with different names all stored separately. Does that make sense?

Because it was the same controller in a different port, your OS probably took the inputs as exactly the same... and FoF would read the info from the OS. So yeah, if there's only one plugged in it will probably be "Joy 1" no matter what.


That is true..
But things are even worse here on WinXP with MS XBOX Wireless Reciever.
Every time i connect another controller they all change.
For example: One guitar connected = Joy 1, If i connect my drums then It becomes Joy 1 and the guitar Joy 2.
But that has nothing to do with FoFiX it's just windows that's retarded.
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Re: FoFiX v3.1xx development thread

Postby death_au » Thu Mar 19, 2009 3:12 am

Nickman wrote:...it's just windows that's retarded.

QFT :tongue:
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Re: FoFiX v3.1xx development thread

Postby endrju » Thu Mar 19, 2009 4:13 am

Nickman wrote:But things are even worse here on WinXP with MS XBOX Wireless Reciever.
Every time i connect another controller they all change.
For example: One guitar connected = Joy 1, If i connect my drums then It becomes Joy 1 and the guitar Joy 2.
But that has nothing to do with FoFiX it's just windows that's retarded.


When i have plugged only GH guitar contoller - Joy 1.
When i have plugged only RB guitar contoller - also Joy 1.
When i have plugged both - RB controller is always as Joy 1, and GH is Joy 2. The sequence of connecting does not affect it.
... it's just windows that's retarded. ;]

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